The Library contains all the data modules that the GM has activated for this FG session. Only modules that have been made available by the GM can be activated by the players.

Open the library window by clicking on the "Library" button on the tabletop.

On the left side of the window, click on the module you wish to view data from.

On the right side of the window, click on the link for the data you wish to view.

Activating a module

Open the module selection sheet by clicking on the "Modules" button on the tabletop.

Locate the module you wish to activate in the list.

Double click the icon for the module, or press the mouse button down on the book icon in the top right corner of the module
entry and drag to the left to open the book.

Deactivating a module

Open the module selection sheet by clicking on the "Modules" button on the tabletop.

Locate the module you wish to deactivate in the list.

Double click the icon for the module, or press the mouse button down on the book icon in the top right corner of the module
entry and drag to the right to close the book.

Setting module permissions

Locate the module whose permissions you wish to change on the module selection sheet.

Select one of the octagonal permission icons at the bottom of the sheet.

"Block from players"(cross icon with red base): Players are not allowed to load the module.

"Allow for players"(checkmark with green base): Players are permitted to load the module if they choose to.

"Force load for players"(bolt icon with light green base): Players are required to load the module if they have it installed.

Drag the icon onto the corresponding slot on the entry for the module.

Player permission requests

If a player attempts to activate a module with no permission status set, the GM will be notified of this in the chat window.

Open the module selection sheet.

The permission status slots will be hilighted with an icon indicating that one or more players are waiting for permission to
load the module. Setting the permissions to "Allow" or "Force load" will cause the module to be loaded for such players.

Module Types

There are 3 types of module data. Modules can contain more than one type of module data, but typically contains only one type per module. The name of the file in the module where the data is stored controls the data type.

Common: Can be shared by host. Module only needs to be installed on host. Data stored in common.xml.

Client: Can be shared by host. Module has to be installed on each client to be visible by that client. Data stored in client.xml.

Host: Can not be shared. Only visible to host. Data stored in db.xml.

Each module is a ZIP archive file of the data provided by the module. The underlying XML of these modules should only be edited by those familiar with XML, as changes can break module functionality if not done correctly.

Creating modules

Modules can be created from within FG user interface, although some advanced options are only available by editing the module file in a text editor. If you want to learn what kind of options there are beyond the user interface editing capabilities, take a look at the module files in FG Application Data folder found in the Windows Start Menu.

It is strongly encouraged, download and enjoy the tutorial videos created by our community members on our Downloads page.

Type /export in the chat entry line, and press Enter.

This opens up an interactive module export window.

Enter the data requested in the top part of the window

Either select whole categories of content by checking them (e.g. click the circle on the left of Images to include all the images of the current camapign in the module) or drag individual entries to the window (e.g. drag a particular map from its drag icon to the lower part of the window).